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diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
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+/*************************************************************************/
+/* csg_shape.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "csg_shape.h"
+#include "scene/3d/path.h"
+
+void CSGShape::set_use_collision(bool p_enable) {
+
+ if (use_collision == p_enable)
+ return;
+
+ use_collision = p_enable;
+
+ if (!is_inside_tree() || !is_root_shape())
+ return;
+
+ if (use_collision) {
+ root_collision_shape.instance();
+ root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
+ PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
+ PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+ PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+ _make_dirty(); //force update
+ } else {
+ PhysicsServer::get_singleton()->free(root_collision_instance);
+ root_collision_instance = RID();
+ root_collision_shape.unref();
+ }
+}
+
+bool CSGShape::is_using_collision() const {
+ return use_collision;
+}
+
+bool CSGShape::is_root_shape() const {
+
+ return !parent;
+}
+
+void CSGShape::set_snap(float p_snap) {
+ snap = p_snap;
+}
+
+float CSGShape::get_snap() const {
+ return snap;
+}
+
+void CSGShape::_make_dirty() {
+
+ if (!is_inside_tree())
+ return;
+
+ if (dirty) {
+ return;
+ }
+
+ dirty = true;
+
+ if (parent) {
+ parent->_make_dirty();
+ } else {
+ //only parent will do
+ call_deferred("_update_shape");
+ }
+}
+
+CSGBrush *CSGShape::_get_brush() {
+
+ if (dirty) {
+ if (brush) {
+ memdelete(brush);
+ }
+ brush = NULL;
+
+ CSGBrush *n = _build_brush();
+
+ for (int i = 0; i < get_child_count(); i++) {
+
+ CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
+ if (!child)
+ continue;
+ if (!child->is_visible_in_tree())
+ continue;
+
+ CSGBrush *n2 = child->_get_brush();
+ if (!n2)
+ continue;
+ if (!n) {
+ n = memnew(CSGBrush);
+
+ n->copy_from(*n2, child->get_transform());
+
+ } else {
+
+ CSGBrush *nn = memnew(CSGBrush);
+ CSGBrush *nn2 = memnew(CSGBrush);
+ nn2->copy_from(*n2, child->get_transform());
+
+ CSGBrushOperation bop;
+
+ switch (child->get_operation()) {
+ case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
+ case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
+ case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break;
+ }
+ memdelete(n);
+ memdelete(nn2);
+ n = nn;
+ }
+ }
+
+ if (n) {
+ AABB aabb;
+ for (int i = 0; i < n->faces.size(); i++) {
+ for (int j = 0; j < 3; j++) {
+ if (i == 0 && j == 0)
+ aabb.position = n->faces[i].vertices[j];
+ else
+ aabb.expand_to(n->faces[i].vertices[j]);
+ }
+ }
+ node_aabb = aabb;
+ } else {
+ node_aabb = AABB();
+ }
+
+ brush = n;
+
+ dirty = false;
+ }
+
+ return brush;
+}
+
+void CSGShape::_update_shape() {
+
+ //print_line("updating shape for " + String(get_path()));
+ set_base(RID());
+ root_mesh.unref(); //byebye root mesh
+
+ CSGBrush *n = _get_brush();
+ ERR_FAIL_COND(!n);
+
+ OAHashMap<Vector3, Vector3> vec_map;
+
+ Vector<int> face_count;
+ face_count.resize(n->materials.size() + 1);
+ for (int i = 0; i < face_count.size(); i++) {
+ face_count[i] = 0;
+ }
+
+ for (int i = 0; i < n->faces.size(); i++) {
+ int mat = n->faces[i].material;
+ ERR_CONTINUE(mat < -1 || mat >= face_count.size());
+ int idx = mat == -1 ? face_count.size() - 1 : mat;
+ if (n->faces[i].smooth) {
+
+ Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 v = n->faces[i].vertices[j];
+ Vector3 add;
+ if (vec_map.lookup(v, add)) {
+ add += p.normal;
+ } else {
+ add = p.normal;
+ }
+ vec_map.set(v, add);
+ }
+ }
+
+ face_count[idx]++;
+ }
+
+ Vector<ShapeUpdateSurface> surfaces;
+
+ surfaces.resize(face_count.size());
+
+ //create arrays
+ for (int i = 0; i < surfaces.size(); i++) {
+
+ surfaces[i].vertices.resize(face_count[i] * 3);
+ surfaces[i].normals.resize(face_count[i] * 3);
+ surfaces[i].uvs.resize(face_count[i] * 3);
+ surfaces[i].last_added = 0;
+
+ if (i != surfaces.size() - 1) {
+ surfaces[i].material = n->materials[i];
+ }
+
+ surfaces[i].verticesw = surfaces[i].vertices.write();
+ surfaces[i].normalsw = surfaces[i].normals.write();
+ surfaces[i].uvsw = surfaces[i].uvs.write();
+ }
+
+ //fill arrays
+ PoolVector<Vector3> physics_faces;
+ bool fill_physics_faces = false;
+ if (root_collision_shape.is_valid()) {
+ physics_faces.resize(n->faces.size() * 3);
+ fill_physics_faces = true;
+ }
+
+ {
+ PoolVector<Vector3>::Write physicsw;
+
+ if (fill_physics_faces) {
+ physicsw = physics_faces.write();
+ }
+
+ for (int i = 0; i < n->faces.size(); i++) {
+
+ int order[3] = { 0, 1, 2 };
+
+ if (n->faces[i].invert) {
+ SWAP(order[1], order[2]);
+ }
+
+ if (fill_physics_faces) {
+ physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
+ physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
+ physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
+ }
+
+ int mat = n->faces[i].material;
+ ERR_CONTINUE(mat < -1 || mat >= face_count.size());
+ int idx = mat == -1 ? face_count.size() - 1 : mat;
+
+ int last = surfaces[idx].last_added;
+
+ Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
+
+ for (int j = 0; j < 3; j++) {
+
+ Vector3 v = n->faces[i].vertices[j];
+
+ Vector3 normal = p.normal;
+
+ if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
+ normal.normalize();
+ }
+
+ if (n->faces[i].invert) {
+
+ normal = -normal;
+ }
+
+ surfaces[idx].verticesw[last + order[j]] = v;
+ surfaces[idx].uvsw[last + order[j]] = n->faces[i].uvs[j];
+ surfaces[idx].normalsw[last + order[j]] = normal;
+ }
+
+ surfaces[idx].last_added += 3;
+ }
+ }
+
+ root_mesh.instance();
+ //create surfaces
+
+ for (int i = 0; i < surfaces.size(); i++) {
+
+ surfaces[i].verticesw = PoolVector<Vector3>::Write();
+ surfaces[i].normalsw = PoolVector<Vector3>::Write();
+ surfaces[i].uvsw = PoolVector<Vector2>::Write();
+
+ if (surfaces[i].last_added == 0)
+ continue;
+
+ Array array;
+ array.resize(Mesh::ARRAY_MAX);
+
+ array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
+ array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
+ array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
+
+ int idx = root_mesh->get_surface_count();
+ root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
+ root_mesh->surface_set_material(idx, surfaces[i].material);
+ }
+
+ if (root_collision_shape.is_valid()) {
+ root_collision_shape->set_faces(physics_faces);
+ }
+
+ set_base(root_mesh->get_rid());
+}
+AABB CSGShape::get_aabb() const {
+ return node_aabb;
+}
+
+PoolVector<Vector3> CSGShape::get_brush_faces() {
+ ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
+ CSGBrush *b = _get_brush();
+ if (!b) {
+ return PoolVector<Vector3>();
+ }
+
+ PoolVector<Vector3> faces;
+ int fc = b->faces.size();
+ faces.resize(fc * 3);
+ {
+ PoolVector<Vector3>::Write w = faces.write();
+ for (int i = 0; i < fc; i++) {
+ w[i * 3 + 0] = b->faces[i].vertices[0];
+ w[i * 3 + 1] = b->faces[i].vertices[1];
+ w[i * 3 + 2] = b->faces[i].vertices[2];
+ }
+ }
+
+ return faces;
+}
+
+PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
+
+ return PoolVector<Face3>();
+}
+
+void CSGShape::_notification(int p_what) {
+
+ if (p_what == NOTIFICATION_ENTER_TREE) {
+
+ Node *parentn = get_parent();
+ if (parentn) {
+ parent = Object::cast_to<CSGShape>(parentn);
+ }
+
+ if (use_collision && is_root_shape()) {
+ root_collision_shape.instance();
+ root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
+ PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
+ PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+ PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+ }
+
+ _make_dirty();
+ }
+
+ if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
+
+ //print_line("local xform changed");
+ if (parent) {
+ parent->_make_dirty();
+ }
+ }
+
+ if (p_what == NOTIFICATION_EXIT_TREE) {
+ if (parent)
+ parent->_make_dirty();
+ parent = NULL;
+
+ if (use_collision && is_root_shape()) {
+ PhysicsServer::get_singleton()->free(root_collision_instance);
+ root_collision_instance = RID();
+ root_collision_shape.unref();
+ }
+ _make_dirty();
+ }
+}
+
+void CSGShape::set_operation(Operation p_operation) {
+
+ operation = p_operation;
+ _make_dirty();
+}
+
+CSGShape::Operation CSGShape::get_operation() const {
+ return operation;
+}
+
+void CSGShape::_validate_property(PropertyInfo &property) const {
+ if (is_inside_tree() && property.name.begins_with("use_collision") && !is_root_shape()) {
+ //hide collision if not root
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ }
+}
+
+void CSGShape::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
+ ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
+
+ ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
+ ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
+
+ ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
+ ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
+
+ ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
+ ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
+
+ BIND_ENUM_CONSTANT(OPERATION_UNION);
+ BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
+ BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
+}
+
+CSGShape::CSGShape() {
+ brush = NULL;
+ set_notify_local_transform(true);
+ dirty = false;
+ parent = NULL;
+ use_collision = false;
+ operation = OPERATION_UNION;
+ snap = 0.001;
+}
+
+CSGShape::~CSGShape() {
+ if (brush) {
+ memdelete(brush);
+ brush = NULL;
+ }
+}
+//////////////////////////////////
+
+CSGBrush *CSGCombiner::_build_brush() {
+
+ return NULL; //does not build anything
+}
+
+CSGCombiner::CSGCombiner() {
+}
+
+/////////////////////
+
+CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials) {
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ PoolVector<bool> invert;
+ invert.resize(p_vertices.size() / 3);
+ {
+ int ic = invert.size();
+ PoolVector<bool>::Write w = invert.write();
+ for (int i = 0; i < ic; i++) {
+ w[i] = invert_faces;
+ }
+ }
+ brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
+
+ return brush;
+}
+
+void CSGPrimitive::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
+ ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
+}
+
+void CSGPrimitive::set_invert_faces(bool p_invert) {
+ if (invert_faces == p_invert)
+ return;
+
+ invert_faces = p_invert;
+
+ _make_dirty();
+}
+
+bool CSGPrimitive::is_inverting_faces() {
+ return invert_faces;
+}
+
+CSGPrimitive::CSGPrimitive() {
+ invert_faces = false;
+}
+
+/////////////////////
+
+CSGBrush *CSGMesh::_build_brush() {
+
+ if (!mesh.is_valid())
+ return NULL;
+
+ PoolVector<Vector3> vertices;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<Vector2> uvs;
+
+ for (int i = 0; i < mesh->get_surface_count(); i++) {
+
+ if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
+ continue;
+ }
+
+ Array arrays = mesh->surface_get_arrays(i);
+
+ PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
+ if (avertices.size() == 0)
+ continue;
+
+ PoolVector<Vector3>::Read vr = avertices.read();
+
+ PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
+ PoolVector<Vector3>::Read nr;
+ bool nr_used = false;
+ if (anormals.size()) {
+ nr = anormals.read();
+ nr_used = true;
+ }
+
+ PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
+ PoolVector<Vector2>::Read uvr;
+ bool uvr_used = false;
+ if (auvs.size()) {
+ uvr = auvs.read();
+ uvr_used = true;
+ }
+
+ Ref<Material> mat = mesh->surface_get_material(i);
+
+ PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
+ if (aindices.size()) {
+ int as = vertices.size();
+ int is = aindices.size();
+
+ vertices.resize(as + is);
+ smooth.resize((as + is) / 3);
+ materials.resize((as + is) / 3);
+ uvs.resize(as + is);
+
+ PoolVector<Vector3>::Write vw = vertices.write();
+ PoolVector<bool>::Write sw = smooth.write();
+ PoolVector<Vector2>::Write uvw = uvs.write();
+ PoolVector<Ref<Material> >::Write mw = materials.write();
+
+ PoolVector<int>::Read ir = aindices.read();
+
+ for (int j = 0; j < is; j += 3) {
+
+ Vector3 vertex[3];
+ Vector3 normal[3];
+ Vector2 uv[3];
+
+ for (int k = 0; k < 3; k++) {
+ int idx = ir[j + k];
+ vertex[k] = vr[idx];
+ if (nr_used) {
+ normal[k] = nr[idx];
+ }
+ if (uvr_used) {
+ uv[k] = uvr[idx];
+ }
+ }
+
+ bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+
+ vw[as + j + 0] = vertex[0];
+ vw[as + j + 1] = vertex[1];
+ vw[as + j + 2] = vertex[2];
+
+ uvw[as + j + 0] = uv[0];
+ uvw[as + j + 1] = uv[1];
+ uvw[as + j + 2] = uv[2];
+
+ sw[j / 3] = !flat;
+ mw[j / 3] = mat;
+ }
+ } else {
+ int is = vertices.size();
+ int as = avertices.size();
+
+ vertices.resize(as + is);
+ smooth.resize((as + is) / 3);
+ uvs.resize(as + is);
+ materials.resize((as + is) / 3);
+
+ PoolVector<Vector3>::Write vw = vertices.write();
+ PoolVector<bool>::Write sw = smooth.write();
+ PoolVector<Vector2>::Write uvw = uvs.write();
+ PoolVector<Ref<Material> >::Write mw = materials.write();
+
+ for (int j = 0; j < is; j += 3) {
+
+ Vector3 vertex[3];
+ Vector3 normal[3];
+ Vector2 uv[3];
+
+ for (int k = 0; k < 3; k++) {
+ vertex[k] = vr[j + k];
+ if (nr_used) {
+ normal[k] = nr[j + k];
+ }
+ if (uvr_used) {
+ uv[k] = uvr[j + k];
+ }
+ }
+
+ bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+
+ vw[as + j + 0] = vertex[0];
+ vw[as + j + 1] = vertex[1];
+ vw[as + j + 2] = vertex[2];
+
+ uvw[as + j + 0] = uv[0];
+ uvw[as + j + 1] = uv[1];
+ uvw[as + j + 2] = uv[2];
+
+ sw[j / 3] = !flat;
+ mw[j / 3] = mat;
+ }
+ }
+ }
+
+ //print_line("total vertices? " + itos(vertices.size()));
+ if (vertices.size() == 0)
+ return NULL;
+
+ return _create_brush_from_arrays(vertices, uvs, smooth, materials);
+}
+
+void CSGMesh::_mesh_changed() {
+ _make_dirty();
+ update_gizmo();
+}
+
+void CSGMesh::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
+ ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
+
+ ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
+}
+
+void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
+
+ if (mesh == p_mesh)
+ return;
+ if (mesh.is_valid()) {
+ mesh->disconnect("changed", this, "_mesh_changed");
+ }
+ mesh = p_mesh;
+
+ if (mesh.is_valid()) {
+ mesh->connect("changed", this, "_mesh_changed");
+ }
+
+ _make_dirty();
+}
+
+Ref<Mesh> CSGMesh::get_mesh() {
+ return mesh;
+}
+
+////////////////////////////////
+
+CSGBrush *CSGSphere::_build_brush() {
+
+ // set our bounding box
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = rings * radial_segments * 2 - radial_segments * 2;
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ for (int i = 1; i <= rings; i++) {
+ double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
+ double z0 = Math::sin(lat0);
+ double zr0 = Math::cos(lat0);
+ double u0 = double(i - 1) / rings;
+
+ double lat1 = Math_PI * (-0.5 + (double)i / rings);
+ double z1 = Math::sin(lat1);
+ double zr1 = Math::cos(lat1);
+ double u1 = double(i) / rings;
+
+ for (int j = radial_segments; j >= 1; j--) {
+
+ double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
+ double x0 = Math::cos(lng0);
+ double y0 = Math::sin(lng0);
+ double v0 = double(i - 1) / radial_segments;
+
+ double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
+ double x1 = Math::cos(lng1);
+ double y1 = Math::sin(lng1);
+ double v1 = double(i) / radial_segments;
+
+ Vector3 v[4] = {
+ Vector3(x1 * zr0, z0, y1 * zr0) * radius,
+ Vector3(x1 * zr1, z1, y1 * zr1) * radius,
+ Vector3(x0 * zr1, z1, y0 * zr1) * radius,
+ Vector3(x0 * zr0, z0, y0 * zr0) * radius
+ };
+
+ Vector2 u[4] = {
+ Vector2(v1, u0),
+ Vector2(v1, u1),
+ Vector2(v0, u1),
+ Vector2(v0, u0),
+
+ };
+
+ if (i < rings) {
+
+ //face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+
+ if (i > 1) {
+ //face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ return brush;
+}
+
+void CSGSphere::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
+
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGSphere::set_radius(const float p_radius) {
+ ERR_FAIL_COND(p_radius <= 0);
+ radius = p_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGSphere::get_radius() const {
+ return radius;
+}
+
+void CSGSphere::set_radial_segments(const int p_radial_segments) {
+ radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGSphere::get_radial_segments() const {
+ return radial_segments;
+}
+
+void CSGSphere::set_rings(const int p_rings) {
+ rings = p_rings > 1 ? p_rings : 1;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGSphere::get_rings() const {
+ return rings;
+}
+
+void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGSphere::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGSphere::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGSphere::get_material() const {
+
+ return material;
+}
+
+CSGSphere::CSGSphere() {
+ // defaults
+ radius = 1.0;
+ radial_segments = 12;
+ rings = 6;
+ smooth_faces = true;
+}
+
+///////////////
+
+CSGBrush *CSGBox::_build_brush() {
+
+ // set our bounding box
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = 12; //it's a cube..
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ Vector3 vertex_mul(width, height, depth);
+
+ {
+
+ for (int i = 0; i < 6; i++) {
+
+ Vector3 face_points[4];
+ float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
+
+ for (int j = 0; j < 4; j++) {
+
+ float v[3];
+ v[0] = 1.0;
+ v[1] = 1 - 2 * ((j >> 1) & 1);
+ v[2] = v[1] * (1 - 2 * (j & 1));
+
+ for (int k = 0; k < 3; k++) {
+
+ if (i < 3)
+ face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
+ else
+ face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
+ }
+ }
+
+ Vector2 u[4];
+ for (int j = 0; j < 4; j++) {
+ u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
+ }
+
+ //face 1
+ facesw[face * 3 + 0] = face_points[0] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[1] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[2] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ //face 1
+ facesw[face * 3 + 0] = face_points[2] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[3] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[0] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ return brush;
+}
+
+void CSGBox::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
+ ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
+
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
+
+ ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
+ ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGBox::set_width(const float p_width) {
+ width = p_width;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGBox::get_width() const {
+ return width;
+}
+
+void CSGBox::set_height(const float p_height) {
+ height = p_height;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGBox::get_height() const {
+ return height;
+}
+
+void CSGBox::set_depth(const float p_depth) {
+ depth = p_depth;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGBox::get_depth() const {
+ return depth;
+}
+
+void CSGBox::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+ update_gizmo();
+}
+
+Ref<Material> CSGBox::get_material() const {
+
+ return material;
+}
+
+CSGBox::CSGBox() {
+ // defaults
+ width = 1.0;
+ height = 1.0;
+ depth = 1.0;
+}
+
+///////////////
+
+CSGBrush *CSGCylinder::_build_brush() {
+
+ // set our bounding box
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ Vector3 vertex_mul(radius, height * 0.5, radius);
+
+ {
+
+ for (int i = 0; i < sides; i++) {
+
+ float inc = float(i) / sides;
+ float inc_n = float((i + 1)) / sides;
+
+ float ang = inc * Math_PI * 2.0;
+ float ang_n = inc_n * Math_PI * 2.0;
+
+ Vector3 base(Math::cos(ang), 0, Math::sin(ang));
+ Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
+
+ Vector3 face_points[4] = {
+ base + Vector3(0, -1, 0),
+ base_n + Vector3(0, -1, 0),
+ base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
+ base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
+ };
+
+ Vector2 u[4] = {
+ Vector2(inc, 0),
+ Vector2(inc_n, 0),
+ Vector2(inc_n, 1),
+ Vector2(inc, 1),
+ };
+
+ //side face 1
+ facesw[face * 3 + 0] = face_points[0] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[1] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[2] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ if (!cone) {
+ //side face 2
+ facesw[face * 3 + 0] = face_points[2] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[3] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[0] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+ }
+
+ //bottom face 1
+ facesw[face * 3 + 0] = face_points[1] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[0] * vertex_mul;
+ facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
+
+ uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+
+ if (!cone) {
+ //top face 1
+ facesw[face * 3 + 0] = face_points[3] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[2] * vertex_mul;
+ facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
+
+ uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+ }
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ return brush;
+}
+
+void CSGCylinder::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
+
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
+
+ ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
+ ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
+
+ ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
+ ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGCylinder::set_radius(const float p_radius) {
+ radius = p_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGCylinder::get_radius() const {
+ return radius;
+}
+
+void CSGCylinder::set_height(const float p_height) {
+ height = p_height;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGCylinder::get_height() const {
+ return height;
+}
+
+void CSGCylinder::set_sides(const int p_sides) {
+ ERR_FAIL_COND(p_sides < 3);
+ sides = p_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGCylinder::get_sides() const {
+ return sides;
+}
+
+void CSGCylinder::set_cone(const bool p_cone) {
+ cone = p_cone;
+ _make_dirty();
+ update_gizmo();
+}
+
+bool CSGCylinder::is_cone() const {
+ return cone;
+}
+
+void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGCylinder::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGCylinder::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGCylinder::get_material() const {
+
+ return material;
+}
+
+CSGCylinder::CSGCylinder() {
+ // defaults
+ radius = 1.0;
+ height = 1.0;
+ sides = 8;
+ cone = false;
+ smooth_faces = true;
+}
+
+///////////////
+
+CSGBrush *CSGTorus::_build_brush() {
+
+ // set our bounding box
+
+ float min_radius = inner_radius;
+ float max_radius = outer_radius;
+
+ if (min_radius == max_radius)
+ return NULL; //sorry, can't
+
+ if (min_radius > max_radius) {
+ SWAP(min_radius, max_radius);
+ }
+
+ float radius = (max_radius - min_radius) * 0.5;
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = ring_sides * sides * 2;
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ {
+
+ for (int i = 0; i < sides; i++) {
+
+ float inci = float(i) / sides;
+ float inci_n = float((i + 1)) / sides;
+
+ float angi = inci * Math_PI * 2.0;
+ float angi_n = inci_n * Math_PI * 2.0;
+
+ Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
+ Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
+
+ for (int j = 0; j < ring_sides; j++) {
+
+ float incj = float(j) / ring_sides;
+ float incj_n = float((j + 1)) / ring_sides;
+
+ float angj = incj * Math_PI * 2.0;
+ float angj_n = incj_n * Math_PI * 2.0;
+
+ Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
+ Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
+
+ Vector3 face_points[4] = {
+ Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
+ Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
+ Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
+ Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
+ };
+
+ Vector2 u[4] = {
+ Vector2(inci, incj),
+ Vector2(inci, incj_n),
+ Vector2(inci_n, incj_n),
+ Vector2(inci_n, incj),
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = face_points[0];
+ facesw[face * 3 + 1] = face_points[2];
+ facesw[face * 3 + 2] = face_points[1];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[2];
+ uvsw[face * 3 + 2] = u[1];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ //face 2
+ facesw[face * 3 + 0] = face_points[3];
+ facesw[face * 3 + 1] = face_points[2];
+ facesw[face * 3 + 2] = face_points[0];
+
+ uvsw[face * 3 + 0] = u[3];
+ uvsw[face * 3 + 1] = u[2];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+ }
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ return brush;
+}
+
+void CSGTorus::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
+ ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
+
+ ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
+ ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
+
+ ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
+ ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
+
+ ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
+ ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGTorus::set_inner_radius(const float p_inner_radius) {
+ inner_radius = p_inner_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGTorus::get_inner_radius() const {
+ return inner_radius;
+}
+
+void CSGTorus::set_outer_radius(const float p_outer_radius) {
+ outer_radius = p_outer_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGTorus::get_outer_radius() const {
+ return outer_radius;
+}
+
+void CSGTorus::set_sides(const int p_sides) {
+ ERR_FAIL_COND(p_sides < 3);
+ sides = p_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGTorus::get_sides() const {
+ return sides;
+}
+
+void CSGTorus::set_ring_sides(const int p_ring_sides) {
+ ERR_FAIL_COND(p_ring_sides < 3);
+ ring_sides = p_ring_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGTorus::get_ring_sides() const {
+ return ring_sides;
+}
+
+void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGTorus::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGTorus::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGTorus::get_material() const {
+
+ return material;
+}
+
+CSGTorus::CSGTorus() {
+ // defaults
+ inner_radius = 2.0;
+ outer_radius = 3.0;
+ sides = 8;
+ ring_sides = 6;
+ smooth_faces = true;
+}
+
+///////////////
+
+CSGBrush *CSGPolygon::_build_brush() {
+
+ // set our bounding box
+
+ if (polygon.size() < 3)
+ return NULL;
+
+ Vector<Point2> final_polygon = polygon;
+
+ if (Triangulate::get_area(final_polygon) > 0) {
+ final_polygon.invert();
+ }
+
+ Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
+
+ if (triangles.size() < 3)
+ return NULL;
+
+ Path *path = NULL;
+ Ref<Curve3D> curve;
+
+ if (mode == MODE_PATH) {
+ if (!has_node(path_node))
+ return NULL;
+ Node *n = get_node(path_node);
+ if (!n)
+ return NULL;
+ path = Object::cast_to<Path>(n);
+ if (!path)
+ return NULL;
+
+ if (path != path_cache) {
+ if (path_cache) {
+ path_cache->disconnect("tree_exited", this, "_path_exited");
+ path_cache->disconnect("curve_changed", this, "_path_changed");
+ path_cache = NULL;
+ }
+
+ path_cache = path;
+
+ if (path_cache) {
+ path_cache->connect("tree_exited", this, "_path_exited");
+ path_cache->connect("curve_changed", this, "_path_changed");
+ path_cache = NULL;
+ }
+ }
+ curve = path->get_curve();
+ if (curve.is_null())
+ return NULL;
+ if (curve->get_baked_length() <= 0)
+ return NULL;
+ }
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count;
+
+ switch (mode) {
+ case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
+ case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
+ case MODE_PATH: {
+ float bl = curve->get_baked_length();
+ int splits = MAX(2, Math::ceil(bl / path_interval));
+ face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
+ } break;
+ }
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ AABB aabb; //must be computed
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ switch (mode) {
+ case MODE_DEPTH: {
+
+ //add triangles, front and back
+ for (int i = 0; i < 2; i++) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
+ Vector2 p = final_polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ if (i == 0) {
+ v.z -= depth;
+ }
+ facesw[face * 3 + k] = v;
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ //add triangles for depth
+ for (int i = 0; i < final_polygon.size(); i++) {
+
+ int i_n = (i + 1) % final_polygon.size();
+
+ Vector3 v[4] = {
+ Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
+ Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
+ Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
+ Vector3(final_polygon[i].x, final_polygon[i].y, 0),
+ };
+
+ Vector2 u[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ // face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+
+ } break;
+ case MODE_SPIN: {
+
+ for (int i = 0; i < spin_sides; i++) {
+
+ float inci = float(i) / spin_sides;
+ float inci_n = float((i + 1)) / spin_sides;
+
+ float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
+ float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
+
+ Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
+ Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
+
+ //add triangles for depth
+ for (int j = 0; j < final_polygon.size(); j++) {
+
+ int j_n = (j + 1) % final_polygon.size();
+
+ Vector3 v[4] = {
+ Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
+ Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
+ Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
+ Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
+ };
+
+ Vector2 u[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[2];
+ facesw[face * 3 + 2] = v[1];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[2];
+ uvsw[face * 3 + 2] = u[1];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ // face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[0];
+ facesw[face * 3 + 2] = v[3];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[0];
+ uvsw[face * 3 + 2] = u[3];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+
+ if (i == 0 && spin_degrees < 360) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 2, 1 };
+ Vector2 p = final_polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ facesw[face * 3 + k] = v;
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ if (i == spin_sides - 1 && spin_degrees < 360) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 1, 2 };
+ Vector2 p = final_polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
+ facesw[face * 3 + k] = v;
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+ }
+ } break;
+ case MODE_PATH: {
+
+ float bl = curve->get_baked_length();
+ int splits = MAX(2, Math::ceil(bl / path_interval));
+
+ Transform path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
+
+ Transform prev_xf;
+
+ Vector3 lookat_dir;
+
+ if (path_rotation == PATH_ROTATION_POLYGON) {
+ lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
+ } else {
+ Vector3 p1, p2;
+ p1 = curve->interpolate_baked(0);
+ p2 = curve->interpolate_baked(0.1);
+ lookat_dir = (p2 - p1).normalized();
+ }
+
+ for (int i = 0; i <= splits; i++) {
+
+ float ofs = i * path_interval;
+
+ Transform xf;
+ xf.origin = curve->interpolate_baked(ofs);
+
+ Vector3 local_dir;
+
+ if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
+ //before end
+ Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
+ Vector3 p2 = curve->interpolate_baked(ofs);
+ local_dir = (p2 - p1).normalized();
+
+ } else {
+ local_dir = lookat_dir;
+ }
+
+ xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
+ Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
+
+ xf = xf * rot; //post mult
+
+ xf = path_to_this * xf;
+
+ if (i > 0) {
+ //put triangles where they belong
+ //add triangles for depth
+ for (int j = 0; j < final_polygon.size(); j++) {
+
+ int j_n = (j + 1) % final_polygon.size();
+
+ Vector3 v[4] = {
+ prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
+ prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
+ xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
+ xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
+ };
+
+ Vector2 u[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ // face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+ }
+
+ if (i == 0) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 1, 2 };
+ Vector2 p = final_polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ facesw[face * 3 + k] = xf.xform(v);
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ if (i == splits) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 2, 1 };
+ Vector2 p = final_polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ facesw[face * 3 + k] = xf.xform(v);
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ prev_xf = xf;
+ }
+
+ } break;
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ for (int i = 0; i < face_count * 3; i++) {
+ if (i == 0) {
+ aabb.position = facesw[i];
+ } else {
+ aabb.expand_to(facesw[i]);
+ }
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ return brush;
+}
+
+void CSGPolygon::_notification(int p_what) {
+ if (p_what == NOTIFICATION_EXIT_TREE) {
+ if (path_cache) {
+ path_cache->disconnect("tree_exited", this, "_path_exited");
+ path_cache->disconnect("curve_changed", this, "_path_changed");
+ path_cache = NULL;
+ }
+ }
+}
+
+void CSGPolygon::_validate_property(PropertyInfo &property) const {
+ if (property.name.begins_with("spin") && mode != MODE_SPIN) {
+ property.usage = 0;
+ }
+ if (property.name.begins_with("path") && mode != MODE_PATH) {
+ property.usage = 0;
+ }
+ if (property.name == "depth" && mode != MODE_DEPTH) {
+ property.usage = 0;
+ }
+
+ CSGShape::_validate_property(property);
+}
+
+void CSGPolygon::_path_changed() {
+ _make_dirty();
+ update_gizmo();
+}
+
+void CSGPolygon::_path_exited() {
+ path_cache = NULL;
+}
+
+void CSGPolygon::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
+ ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
+
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
+
+ ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
+ ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
+
+ ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
+ ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
+
+ ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
+ ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
+
+ ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
+ ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
+
+ ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
+ ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
+
+ ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
+ ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
+
+ ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
+ ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
+
+ ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
+ ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
+
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node"), "set_path_node", "get_path_node");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+
+ BIND_ENUM_CONSTANT(MODE_DEPTH);
+ BIND_ENUM_CONSTANT(MODE_SPIN);
+ BIND_ENUM_CONSTANT(MODE_PATH);
+
+ BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
+ BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
+ BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
+}
+
+void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
+ polygon = p_polygon;
+ _make_dirty();
+ update_gizmo();
+}
+
+Vector<Vector2> CSGPolygon::get_polygon() const {
+ return polygon;
+}
+
+void CSGPolygon::set_mode(Mode p_mode) {
+ mode = p_mode;
+ _make_dirty();
+ update_gizmo();
+ _change_notify();
+}
+
+CSGPolygon::Mode CSGPolygon::get_mode() const {
+ return mode;
+}
+
+void CSGPolygon::set_depth(const float p_depth) {
+ ERR_FAIL_COND(p_depth < 0.001);
+ depth = p_depth;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGPolygon::get_depth() const {
+ return depth;
+}
+
+void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
+ ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
+ spin_degrees = p_spin_degrees;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGPolygon::get_spin_degrees() const {
+ return spin_degrees;
+}
+
+void CSGPolygon::set_spin_sides(const int p_spin_sides) {
+ ERR_FAIL_COND(p_spin_sides < 3);
+ spin_sides = p_spin_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGPolygon::get_spin_sides() const {
+ return spin_sides;
+}
+
+void CSGPolygon::set_path_node(const NodePath &p_path) {
+ path_node = p_path;
+ _make_dirty();
+ update_gizmo();
+}
+
+NodePath CSGPolygon::get_path_node() const {
+ return path_node;
+}
+
+void CSGPolygon::set_path_interval(float p_interval) {
+ ERR_FAIL_COND(p_interval < 0.001);
+ path_interval = p_interval;
+ _make_dirty();
+ update_gizmo();
+}
+float CSGPolygon::get_path_interval() const {
+ return path_interval;
+}
+
+void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
+ path_rotation = p_rotation;
+ _make_dirty();
+ update_gizmo();
+}
+
+CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
+ return path_rotation;
+}
+
+void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGPolygon::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGPolygon::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGPolygon::get_material() const {
+
+ return material;
+}
+
+bool CSGPolygon::_is_editable_3d_polygon() const {
+ return true;
+}
+
+bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
+ return true;
+}
+
+CSGPolygon::CSGPolygon() {
+ // defaults
+ mode = MODE_DEPTH;
+ polygon.push_back(Vector2(0, 0));
+ polygon.push_back(Vector2(0, 1));
+ polygon.push_back(Vector2(1, 1));
+ polygon.push_back(Vector2(1, 0));
+ depth = 1.0;
+ spin_degrees = 360;
+ spin_sides = 8;
+ smooth_faces = false;
+ path_interval = 1;
+ path_rotation = PATH_ROTATION_PATH;
+ path_cache = NULL;
+}